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Turn

Combat

Turns are the part of each RoundRound CombatRounds are the units of time that divide play into 6-second intervals. when you get your chance to act.

Core Rule—Turn

  • Spend APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. to use ActionsAction RuleActions are structured ways to act when your Game Manager tracks Rounds..
  • ReactionsReaction CombatReactions are Actions you take immediately in response to changing situations. are the exception: spend their APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. outside your Turn.
  • “Once per Turn” means once during each of your own Turns.
  • When you finish, your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. gives the next participant their Turn, following InitiativeInitiative CombatInitiative is the rule that determines which simultaneous, conflicting action begins first when the order of those actions changes the outcome. where it applies.

Source Player Codex, Encounters